/**************************************************************************/ /* nav_region.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "nav_region.h" #include "nav_map.h" void NavRegion::set_map(NavMap *p_map) { map = p_map; polygons_dirty = true; if (!map) { connections.clear(); } } void NavRegion::set_transform(Transform3D p_transform) { transform = p_transform; polygons_dirty = true; } void NavRegion::set_mesh(Ref p_mesh) { mesh = p_mesh; polygons_dirty = true; } int NavRegion::get_connections_count() const { if (!map) { return 0; } return connections.size(); } Vector3 NavRegion::get_connection_pathway_start(int p_connection_id) const { ERR_FAIL_COND_V(!map, Vector3()); ERR_FAIL_INDEX_V(p_connection_id, connections.size(), Vector3()); return connections[p_connection_id].pathway_start; } Vector3 NavRegion::get_connection_pathway_end(int p_connection_id) const { ERR_FAIL_COND_V(!map, Vector3()); ERR_FAIL_INDEX_V(p_connection_id, connections.size(), Vector3()); return connections[p_connection_id].pathway_end; } bool NavRegion::sync() { bool something_changed = polygons_dirty /* || something_dirty? */; update_polygons(); return something_changed; } void NavRegion::update_polygons() { if (!polygons_dirty) { return; } polygons.clear(); polygons_dirty = false; if (map == nullptr) { return; } if (mesh.is_null()) { return; } Vector vertices = mesh->get_vertices(); int len = vertices.size(); if (len == 0) { return; } const Vector3 *vertices_r = vertices.ptr(); polygons.resize(mesh->get_polygon_count()); // Build for (size_t i(0); i < polygons.size(); i++) { gd::Polygon &p = polygons[i]; p.owner = this; Vector mesh_poly = mesh->get_polygon(i); const int *indices = mesh_poly.ptr(); bool valid(true); p.points.resize(mesh_poly.size()); p.edges.resize(mesh_poly.size()); Vector3 center; float sum(0); for (int j(0); j < mesh_poly.size(); j++) { int idx = indices[j]; if (idx < 0 || idx >= len) { valid = false; break; } Vector3 point_position = transform.xform(vertices_r[idx]); p.points[j].pos = point_position; p.points[j].key = map->get_point_key(point_position); center += point_position; // Composing the center of the polygon if (j >= 2) { Vector3 epa = transform.xform(vertices_r[indices[j - 2]]); Vector3 epb = transform.xform(vertices_r[indices[j - 1]]); sum += map->get_up().dot((epb - epa).cross(point_position - epa)); } } if (!valid) { ERR_BREAK_MSG(!valid, "The navigation mesh set in this region is not valid!"); } p.clockwise = sum > 0; if (mesh_poly.size() != 0) { p.center = center / float(mesh_poly.size()); } } }